Welcome to the Wizard101 Message Boards


Player Guide
Fansites
News
Game Updates
Help

Follow important game updates on Twitter @Wizard101 and @KI_Alerts, and Facebook!

For all account questions and concerns, contact Customer Support.

By posting on the Wizard101 Message Boards you agree to the Code of Conduct.

utility spells

AuthorMessage
Defender
Feb 09, 2009
121
i have an idea for new utility spells
duplicate: turn any single hit/heal into a mob hit/heal
enhance any single hit spell, like storm shark and it hits all the enemy, put it on a sprite and it heals all in your group

turn: turn any heal card into a damage card
this will take any heal card and turn it into a hit and do the same points damage as it would healing. so the fairy would do 400 points damage if put on the enemy, regenerate would do repeated damage, unicorn would do damage to all enemy
still boosted by guiding light

absorbed: an aura spell when cast on any member of your group, will capture any heal above the amount needed to return your health back
if you need 300 points health and you use a heal that gives you 400, the extra 100 is not lost, it goes into an absorbed absorb, using that extra 100 points for protection.

Illuminator
Feb 09, 2009
1469
Defender
Feb 09, 2009
121
true on upper level wizards turn would be useless, unless you were a life wizard. the spell would give you more hitting spells.
as for absorbed, when i heal someone and go critical, whatever heal over what is needed to restore the person, is lost. so the utility spell would cause any heal to be like the bartleby spell
example, you and i are fighting fire lions, you get hit doing 1000 damage, next round i use satyr and go critical, the heal is well over 1000 health, the remainder health is lost. my idea would give you the remaining lost health in an absorb to protect you. the next hit does 1000 damage but because you had an absorbed on you you damage is less.
nvm pvp would abuse it and it would be removed as would the other ideas i had